[Rel] Vector

Post » Tue May 17, 2011 2:14 pm

This is pretty good. It reminds me of Assassins Creed and Fable 2 in a sense where you always see sick people in Assassins Creed walking around the streets and in Fable 2, no one is complaining about being sick.

This like combines those for Oblivion and just makes things more realistic and mods like those just add so much more fun to the game. Thank you.
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JD bernal
 
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Post » Tue May 17, 2011 5:12 am

can Oblivion play custom Morrowind animations?

http://www.youtube.com/watch?v=I35a7_1XHhI

and the thread

http://www.gamesas.com/bgsforums/index.php?showtopic=1015747
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CArla HOlbert
 
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Post » Tue May 17, 2011 12:41 pm

Hard to stop thinking about this. ;)

I especially like the idea of passive contamination from actors to the player. Adds a whole new element of risk if any conversation with a sick NPC can infect you.

Sure makes you wonder about all those diseased beggars wandering around. In vanilla, they were never much of a threat since they're not likely to hit you. Now you really have to wonder why they don't get run out of town. Will definitely make certain quests more interesting, especially in the Thieves Guild.

If a few diseases get really out of control, the player might have to go around town curing citizens with an AOE spell (or handing out cure disease potions).

What if you could catch a disease just from sneaking around rats in the sewers?

How well would this work with mods that make diseases more dangerous, like Pestilent Afflictions?

:wacko:

Both. You can configure the number of days that must pass before it wears off, in the INI. Actors will be cured if they use a cure disease potion. More generally, they'll be cured as soon as they have the cure disease magic effect as an active effects.


Will NPCs actually use a cure disease potion if they are sick?
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K J S
 
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Post » Tue May 17, 2011 9:04 am

If a few diseases get really out of control, the player might have to go around town curing citizens with an AOE spell (or handing out cure disease potions).

Will NPCs actually use a cure disease potion if they are sick?


I was just wondering if the player can hand/toss the cure disease potions to the NPCs with http://www.gamesas.com/bgsforums/index.php?showtopic=968112&hl=medic?
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Alan Whiston
 
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Post » Tue May 17, 2011 8:24 am

Sure makes you wonder about all those diseased beggars wandering around. In vanilla, they were never much of a threat since they're not likely to hit you. Now you really have to wonder why they don't get run out of town. Will definitely make certain quests more interesting, especially in the Thieves Guild.

Yeah, I'm thinking more and more that this is an amazing complement to my Shadow birthsign in B.E. :D The blessings of Namira were never more sweet...

Will NPCs actually use a cure disease potion if they are sick?

I was curious about this myself. And I can think of a way to do it: disease script scans inventory and spell list, force use of a cure if one is found. And since shadeMe's a pretty sharp cookie, I'll wager it didn't take him long to come up with the same or similar. And if not, he'll be coding furiously in a moment, and there'll be a mysterious new version in an hour. ;) (Edit to note: members of the Beggars faction should not attempt to cure themselves. See above re: Namira, blessings, sweetness.)

I was just wondering if the player can hand/toss the cure disease potions to the NPCs with http://www.gamesas.com/bgsforums/index.php?showtopic=968112&hl=medic?

Looks like all that does is find a nearby NPC with GetCrosshairRef, and give that NPC a potion based on an inventory hotkey. So as long as the NPC can use the potion, it should work fine!
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Antonio Gigliotta
 
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Post » Mon May 16, 2011 11:46 pm

Can't say for certain whether he went with this in the end, but when we were discussing the options he was talking about just casting a very-long-duration spell on them. I imagine you could give them a controller token to keep track of the duration and if it's running out and you don't want it to, call the activator over to re-cast.
Ah, nice. That sounds good. These spells are created on the fly from the effects of the disease? :deal:
tejon pretty much sums it up, but I resorted to potions in the end - Casting a spell using an activator turned out to be messy at times ( like the activator casting at a unknown reference below the ground ). With potions, I just get to add the item to the target's inventory, suppress the shader and cast effects for the component MGEFS and equip it. Potions are created on-the-fly and re-used whenever possible. Diseased actors get controller tokens that handles the disease renewal if it dispels prematurely ( and the other effects )

can Oblivion play custom Morrowind animations?

http://www.youtube.com/watch?v=I35a7_1XHhI

and the thread

http://www.gamesas.com/bgsforums/index.php?showtopic=1015747
Nice ! Dunno if it can be. If anyone can make them usable, I'll be glad to add those suitable.

Hard to stop thinking about this. ;)

I especially like the idea of passive contamination from actors to the player. Adds a whole new element of risk if any conversation with a sick NPC can infect you.

Sure makes you wonder about all those diseased beggars wandering around. In vanilla, they were never much of a threat since they're not likely to hit you. Now you really have to wonder why they don't get run out of town. Will definitely make certain quests more interesting, especially in the Thieves Guild.

If a few diseases get really out of control, the player might have to go around town curing citizens with an AOE spell (or handing out cure disease potions).

What if you could catch a disease just from sneaking around rats in the sewers?
Passive contamination was something I though of including in the initial release, but ended up getting convinced that they weren't lore friendly ( for some reason, don't ask me :D )

How well would this work with mods that make diseases more dangerous, like Pestilent Afflictions?

Vector doesn't work with scripted disease mods. In any case, Pestilent Afflictions's scripts were written with just the player in mind. I'll throw in a disease progression system of my own in the next release.
Will NPCs actually use a cure disease potion if they are sick?
For some reason, I never thought of scripting them to do just that :P

I was just wondering if the player can hand/toss the cure disease potions to the NPCs with http://www.gamesas.com/bgsforums/index.php?showtopic=968112&hl=medic?
No idea.

Yeah, I'm thinking more and more that this is an amazing complement to my Shadow birthsign in B.E. :D The blessings of Namira were never more sweet...

I also had this idea of using the wind to transfer diseases, but got put off (Ahem ... :P). What do you folks make of that ?

I was curious about this myself. And I can think of a way to do it: disease script scans inventory and spell list, force use of a cure if one is found. And since shadeMe's a pretty sharp cookie, I'll wager it didn't take him long to come up with the same or similar. And if not, he'll be coding furiously in a moment, and there'll be a mysterious new version in an hour. ;) (Edit to note: members of the Beggars faction should not attempt to cure themselves. See above re: Namira, blessings, sweetness.)
Hehe ... will add them once I'm done trying to decode OBSE's code - It's a jungle here and I haven't a machete on me.
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Aliish Sheldonn
 
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Post » Tue May 17, 2011 1:53 pm

Passive contamination was something I though of including in the initial release, but ended up getting convinced that they weren't lore friendly ( for some reason, don't ask me :D )

I also had this idea of using the wind to transfer diseases, but got put of (Ahem ... :P). What do you folks make of that ?

Hehe, these are aimed at me. ;) My argument was that that most of the disease names imply infection by bacteria or parasites, necessarily spread by direct skin or fluid contact. (I think there were also questions of mechanical consistency, but you've soundly overcome all concerns in that regard.) Anyway, I'm guessing at this point you could implement, if you haven't already, different vectors for different diseases; if so, some of them probably could become aerosolized with a cough. I'd look up disease names: many of them are real or nearly so, check infection vectors for those. For others, Morrowind had fairly complete descriptions including where/when you were "likely" to pick them up in many cases, and you can probably find those somewhere (UESP?); anything associated with moisture is a possible candidate for spreading through shared air. This would require proximity but not contact; I'd use a reverse-exponent on distance to determine the chance of contamination per second. (Greatly increase this when indoors... at least double.)

Wind, however is not a good vector for most infections. Only bacteria and parasites with a dry spore form could hope to find a host that way, and those aren't common (but they do tend to be nasty, e.g. anthrax; so maybe chanthrax could spread this way, hooray for another reason to really hate boars). On top of that, I don't think there's wind in Oblivion in the first place? Granted I've never played a dedicated archer, but I've fired off a few arrows and never noticed them going sideways. So you'd have to introduce your own arbitrary wind vectors, which could get funky if some other mod does the same and the wind winds up blowing in two different directions depending on what it's affecting. :P
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Anna Watts
 
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Post » Tue May 17, 2011 6:29 am

On top of that, I don't think there's wind in Oblivion in the first place? Granted I've never played a dedicated archer, but I've fired off a few arrows and never noticed them going sideways. So you'd have to introduce your own arbitrary wind vectors, which could get funky if some other mod does the same and the wind winds up blowing in two different directions depending on what it's affecting. :P
Well, each weather record defines it's wind speed and I *think* that plays a role in the swaying of trees and grass. Pretty sure it doesn't affect anything else.
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Latino HeaT
 
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Post » Tue May 17, 2011 8:18 am

Nicely done, suprised no one ever thought it before..

EVIL is all that I can say..

Talk to a Tamriel Travellers and watch the disease spread has travellers go about and talk to everyone else and then move on and carry the disease onto their next stop and infecting all those has well that they stop and talk to. And So On and So On never ending cycle until they die and respawn only to get infected again by some one else LOL..
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Kill Bill
 
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Post » Tue May 17, 2011 8:23 am

Well, each weather record defines it's wind speed and I *think* that plays a role in the swaying of trees and grass. Pretty sure it doesn't affect anything else.

Really! Well that's something solid to base it on. :D I'd recommend, then, that anything spread by moisture-laden air has reduced communicability with higher wind speed; things you decide can be sporified (chanthrax, etc.) are increased.

Both would be significantly reduced with rain, though. (The great irony of the myths about poor weather and chills is that they really do cause increased spread of diseases... because people are huddled up together inside.)
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mimi_lys
 
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Post » Tue May 17, 2011 4:08 am

tejon pretty much sums it up, but I resorted to potions in the end - Casting a spell using an activator turned out to be messy at times ( like the activator casting at a unknown reference below the ground ). With potions, I just get to add the item to the target's inventory, suppress the shader and cast effects for the component MGEFS and equip it. Potions are created on-the-fly and re-used whenever possible. Diseased actors get controller tokens that handles the disease renewal if it dispels prematurely ( and the other effects )


Awesome! Very cool solution, man. :tops:

Passive contamination was something I though of including in the initial release, but ended up getting convinced that they weren't lore friendly ( for some reason, don't ask me :D )
...
I also had this idea of using the wind to transfer diseases, but got put off (Ahem ... :P). What do you folks make of that ?

Hehe, these are aimed at me. ;) My argument was that that most of the disease names imply infection by bacteria or parasites, necessarily spread by direct skin or fluid contact. (I think there were also questions of mechanical consistency, but you've soundly overcome all concerns in that regard.) Anyway, I'm guessing at this point you could implement, if you haven't already, different vectors for different diseases; if so, some of them probably could become aerosolized with a cough. I'd look up disease names: many of them are real or nearly so, check infection vectors for those. For others, Morrowind had fairly complete descriptions including where/when you were "likely" to pick them up in many cases, and you can probably find those somewhere (UESP?); anything associated with moisture is a possible candidate for spreading through shared air. This would require proximity but not contact; I'd use a reverse-exponent on distance to determine the chance of contamination per second. (Greatly increase this when indoors... at least double.)

Wind, however is not a good vector for most infections. Only bacteria and parasites with a dry spore form could hope to find a host that way, and those aren't common (but they do tend to be nasty, e.g. anthrax; so maybe chanthrax could spread this way, hooray for another reason to really hate boars). On top of that, I don't think there's wind in Oblivion in the first place? Granted I've never played a dedicated archer, but I've fired off a few arrows and never noticed them going sideways. So you'd have to introduce your own arbitrary wind vectors, which could get funky if some other mod does the same and the wind winds up blowing in two different directions depending on what it's affecting. :P


I see your point, but I think it's reasonable to assume some risk in a conversation, especially since it's a decent substitute for actual disease vectors that would otherwise be too difficult to calculate. The flu is a good example of how tricky an actual simulation would be. It spreads most often through contact with shared objects like doorknobs and most strains go completely dormant in hot weather.

Just on the off chance that you do implement some passive contamination mechanisms, I've gone ahead and added some new pests in MMM that could be dangerous vectors. :hubbahubba:

Vector doesn't work with scripted disease mods. In any case, Pestilent Afflictions's scripts were written with just the player in mind. I'll throw in a disease progression system of my own in the next release.


Woot!

For some reason, I never thought of scripting them to do just that :P


:D

Nicely done, suprised no one ever thought it before..

EVIL is all that I can say..

Talk to a Tamriel Travellers and watch the disease spread has travellers go about and talk to everyone else and then move on and carry the disease onto their next stop and infecting all those has well that they stop and talk to. And So On and So On never ending cycle until they die and respawn only to get infected again by some one else LOL..


Wicked!
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Stephanie Kemp
 
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Post » Tue May 17, 2011 1:18 am

Do contaminated items eventually become uncontaminated? If not, then we can start up a sick game of Pokemon and collect em all.
Maybe vials could be purchased for containment. Otherwise, running around with your ''collection'' would be either unsafe or unrealistic (the latter being no big deal really).
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jessica robson
 
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Post » Tue May 17, 2011 1:55 pm

Do contaminated items eventually become contaminated? If not, then we can start up a sick game of Pokemon and collect em all.
Maybe vials could be purchased for containment. Otherwise, running around with your ''collection'' would be either unsafe or unrealistic (the latter being no big deal really).
Well, items ( that you buy ) can get contaminated only if NPC's infection has reached stage 3(or 2, can't remember). Items you sell are contaminated without any such condition. I'll be fixing that in the next release.
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Neliel Kudoh
 
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Post » Tue May 17, 2011 2:24 pm

Whoops, that was supposed to be: do contaminated items eventually become UNcontaminated.
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Dean Ashcroft
 
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Post » Tue May 17, 2011 12:08 am

Is there any indication when a disease is transmitted? if there isn't, could that be an ini setting?
"If 1 display message when diseases are transmitted"
"If 1 play sound when..."
"If 1 show visual effect when..."
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Jack Moves
 
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Post » Tue May 17, 2011 10:11 am

another possibly interesting resource...

http://tesnexus.com/downloads/file.php?id=13640
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Michael Korkia
 
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Post » Tue May 17, 2011 8:36 am

Whoops, that was supposed to be: do contaminated items eventually become UNcontaminated.
Well, in truth, the items aren't tagged to be contaminated. I just see if the originating actor has been infected for the prerequisite time. And since actors can cure themselves/get well, Yes.

Is there any indication when a disease is transmitted? if there isn't, could that be an ini setting?
"If 1 display message when diseases are transmitted"
"If 1 play sound when..."
"If 1 show visual effect when..."
No indication as of now. Will add an INI setting.

another possibly interesting resource...

http://tesnexus.com/downloads/file.php?id=13640
Thanks for that, but unfortunately, it isn't of much use. I rather use effect shaders - Faster to make, Easier to impliment, Simple and Easy to Remember ™ :)

I also asked the folks at the Morrowind Animations thread - I was told that animations made for MW were created on a different skeleton than Oblivion; So can't be ported as it is.
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louise hamilton
 
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Post » Tue May 17, 2011 1:08 am

You might want to factor in the thing that kept the Middle Ages going, despite rapidfire epidemics: populaces developing resistances to known mutagens that lasted for a generation or more. So the bubonic plague might knock out entire cities, but if anybody survived, they wouldn't transmit it, and they would resist it greatly if they came into contact with it, again. But new people encountering it might be infected...or they might resist, if they came into contact with a low grade form of it that was unrecognizable, first.
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Tania Bunic
 
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Post » Tue May 17, 2011 1:51 am

Nice mod
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cosmo valerga
 
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Post » Mon May 16, 2011 11:47 pm

An issue with your script : Adding diseases using addSpell/addSpellNS will add the disease to all instances of that actor - So, if a bandit activates a bed and catches the Blight, every other bandit reference of the same base record will be infected.
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Brooke Turner
 
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Post » Tue May 17, 2011 9:01 am

Anyone even hesitating needs to get this. Its scripted so well and works flawlessly so far. Good thing I had Witbane so I was able to spread it all around shops (this feature is quite sinister for my character!).

I'm tempted to add a nasty disease with drain health just to see how it would go through the imperial city market.

Anyways, right now most of the PC -> Actor spreading seems to be a deliberate vector (can target people by selling, attacking, or biting). How about close-contact from the PC? I tend to head to a temple and cure myself when I get annoying things like witbane since I need the magicka to cast my best spells. The result is that most disease potential takes place in dungeons. Air contact would make it more random since people probably walk by persons and talk to quest NPCs before heading to the temple.

Already showed you the ideas on vampirism/beds/coffins.

I knew it was a good mod without activating it, but its even better played. This also lead me to your other mods which are also must-haves in my opinion.

I'll tag this and check later for updates, keep it up!
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Marilú
 
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Post » Tue May 17, 2011 1:57 am

Hey another idea for diseae spreading, sleeping on diseased beds
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Kayla Keizer
 
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Post » Tue May 17, 2011 9:17 am

excellent idea for a mod, shademe!
totally missed this at release.
downloading now!
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Alister Scott
 
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Post » Tue May 17, 2011 3:27 am

This sounds awesome!
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Kayla Bee
 
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Post » Tue May 17, 2011 3:10 pm

It would seem necessary (or at least very good) that the NPC's respond to the diseases and their spreading as well: If you walk into town clutching your chest wheezing through your bloated cheeks upon your green face, then people should naturally avoid you like the plague.

Maybe a well developed city like the IC would have some kind of response to plagues spreading (weak and primitive or otherwise). The technology in the Oblivion world certainly seems very primitive but at the least if a lot of people get infected they would be quarantined and people would be on the look out for viruses (of course, in the Oblivion world [which seems to by typical medieval fare] there seems to be no knowledge of vectors and viruses so while they might be cautious of obvious things like avoiding the sick they would be unaware of other things to avoid).

I'm not an immersionist, but to seen a town with everybody acting like nothings happening, chatting with plague victims about rats or how some acrobatics trainer likes jumping off of high places while people are keeling over dying would be a bit much.
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Erin S
 
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